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https://gitlab.com/GaryOderNichts/re3-wiiu.git
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real names (from LCS)
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@ -10,12 +10,12 @@ CAnimBlendClumpData *gpAnimBlendClump;
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// PS2 names without "NonSkinned"
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void FrameUpdateCallBackNonSkinned(AnimBlendFrameData *frame, void *arg);
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void FrameUpdateCallBackNonSkinnedWithVelocityExtraction(AnimBlendFrameData *frame, void *arg);
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void FrameUpdateCallBackNonSkinnedWith3dVelocityExtraction(AnimBlendFrameData *frame, void *arg);
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void FrameUpdateCallBackWithVelocityExtractionNonSkinned(AnimBlendFrameData *frame, void *arg);
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void FrameUpdateCallBackWith3dVelocityExtractionNonSkinned(AnimBlendFrameData *frame, void *arg);
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void FrameUpdateCallBackSkinned(AnimBlendFrameData *frame, void *arg);
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void FrameUpdateCallBackSkinnedWithVelocityExtraction(AnimBlendFrameData *frame, void *arg);
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void FrameUpdateCallBackSkinnedWith3dVelocityExtraction(AnimBlendFrameData *frame, void *arg);
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void FrameUpdateCallBackWithVelocityExtractionSkinned(AnimBlendFrameData *frame, void *arg);
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void FrameUpdateCallBackWith3dVelocityExtractionSkinned(AnimBlendFrameData *frame, void *arg);
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void
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@ -31,9 +31,9 @@ FrameUpdateCallBackNonSkinned(AnimBlendFrameData *frame, void *arg)
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if(frame->flag & AnimBlendFrameData::VELOCITY_EXTRACTION &&
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gpAnimBlendClump->velocity){
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if(frame->flag & AnimBlendFrameData::VELOCITY_EXTRACTION_3D)
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FrameUpdateCallBackNonSkinnedWith3dVelocityExtraction(frame, arg);
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FrameUpdateCallBackWith3dVelocityExtractionNonSkinned(frame, arg);
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else
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FrameUpdateCallBackNonSkinnedWithVelocityExtraction(frame, arg);
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FrameUpdateCallBackWithVelocityExtractionNonSkinned(frame, arg);
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return;
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}
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@ -70,7 +70,7 @@ FrameUpdateCallBackNonSkinned(AnimBlendFrameData *frame, void *arg)
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}
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void
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FrameUpdateCallBackNonSkinnedWithVelocityExtraction(AnimBlendFrameData *frame, void *arg)
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FrameUpdateCallBackWithVelocityExtractionNonSkinned(AnimBlendFrameData *frame, void *arg)
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{
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CVector vec, pos(0.0f, 0.0f, 0.0f);
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CQuaternion q, rot(0.0f, 0.0f, 0.0f, 0.0f);
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@ -150,7 +150,7 @@ FrameUpdateCallBackNonSkinnedWithVelocityExtraction(AnimBlendFrameData *frame, v
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// original code uses do loops?
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void
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FrameUpdateCallBackNonSkinnedWith3dVelocityExtraction(AnimBlendFrameData *frame, void *arg)
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FrameUpdateCallBackWith3dVelocityExtractionNonSkinned(AnimBlendFrameData *frame, void *arg)
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{
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CVector vec, pos(0.0f, 0.0f, 0.0f);
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CQuaternion q, rot(0.0f, 0.0f, 0.0f, 0.0f);
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@ -227,9 +227,9 @@ FrameUpdateCallBackSkinned(AnimBlendFrameData *frame, void *arg)
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if(frame->flag & AnimBlendFrameData::VELOCITY_EXTRACTION &&
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gpAnimBlendClump->velocity){
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if(frame->flag & AnimBlendFrameData::VELOCITY_EXTRACTION_3D)
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FrameUpdateCallBackSkinnedWith3dVelocityExtraction(frame, arg);
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FrameUpdateCallBackWith3dVelocityExtractionSkinned(frame, arg);
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else
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FrameUpdateCallBackSkinnedWithVelocityExtraction(frame, arg);
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FrameUpdateCallBackWithVelocityExtractionSkinned(frame, arg);
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return;
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}
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@ -267,7 +267,7 @@ FrameUpdateCallBackSkinned(AnimBlendFrameData *frame, void *arg)
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}
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void
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FrameUpdateCallBackSkinnedWithVelocityExtraction(AnimBlendFrameData *frame, void *arg)
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FrameUpdateCallBackWithVelocityExtractionSkinned(AnimBlendFrameData *frame, void *arg)
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{
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CVector vec, pos(0.0f, 0.0f, 0.0f);
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CQuaternion q, rot(0.0f, 0.0f, 0.0f, 0.0f);
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@ -347,7 +347,7 @@ FrameUpdateCallBackSkinnedWithVelocityExtraction(AnimBlendFrameData *frame, void
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}
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void
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FrameUpdateCallBackSkinnedWith3dVelocityExtraction(AnimBlendFrameData *frame, void *arg)
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FrameUpdateCallBackWith3dVelocityExtractionSkinned(AnimBlendFrameData *frame, void *arg)
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{
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CVector vec, pos(0.0f, 0.0f, 0.0f);
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CQuaternion q, rot(0.0f, 0.0f, 0.0f, 0.0f);
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